I've always wanted to implement elemental laws in to the forms .. such as
Fire = Hot! anyone around should take clinging damage (damage over time) from fire forms
Fire = Bright! It should be near impossible to hide near a fire formed champion due to the ambient light of fire.
Fire = Dry .. it will "unwet" mobs
Water (not currently in .. but for future reference)
Water = Wet! this should "wet" mobs if near causing increased electrical damage , slight movement debuff and increased cost of powers.
Air = Insubstantial! It should be harder to hit (land the blow and small chance of attacks going through you!) an Air form to air being insubstantial.
Air = Invisible! It should have a solid buff to threat mitigation and stealth.
Earth = Hard! It should be tougher (increased hit-points) and less likely to land a critical on an Earth formed champion.
Earth = Slow! It should have a 20 move and power speed debuff when using it.
Electric = Plasma! does damage based on enemy's form (if any) and distance from Electric form (closer the better)
Electric = Bright! It should be near impossible to hide near a Electric formed champion due to the ambient light of electricity.
Ice = Frozen! This hardens "wet" mobs (increased armour rating) .. slowing them down and makes them vulnerable to shatter!
Ice = Frozen! .. slows you down, but also increases your armour rating .. but leaves you vulnerable to shatter.
Comments
I've always wanted to implement elemental laws in to the forms .. such as
Fire = Hot! anyone around should take clinging damage (damage over time) from fire forms
Fire = Bright! It should be near impossible to hide near a fire formed champion due to the ambient light of fire.
Fire = Dry .. it will "unwet" mobs
Water (not currently in .. but for future reference)
Water = Wet! this should "wet" mobs if near causing increased electrical damage , slight movement debuff and increased cost of powers.
Air = Insubstantial! It should be harder to hit (land the blow and small chance of attacks going through you!) an Air form to air being insubstantial.
Air = Invisible! It should have a solid buff to threat mitigation and stealth.
Earth = Hard! It should be tougher (increased hit-points) and less likely to land a critical on an Earth formed champion.
Earth = Slow! It should have a 20 move and power speed debuff when using it.
Electric = Plasma! does damage based on enemy's form (if any) and distance from Electric form (closer the better)
Electric = Bright! It should be near impossible to hide near a Electric formed champion due to the ambient light of electricity.
Ice = Frozen! This hardens "wet" mobs (increased armour rating) .. slowing them down and makes them vulnerable to shatter!
Ice = Frozen! .. slows you down, but also increases your armour rating .. but leaves you vulnerable to shatter.
Something like that